The first thing everyone wants to see in a showcase thread:









I present to you the combat code I've been working on since September 2007:

Glorious combat commentary

This hasn't been an overnight transformation of my skills it's been hard work for several years, since publishing Axys I've worked on a few other things which involve quite a similar mechanic. Something I forgot to mention was the head/torso turning towards friendly and enemy combatants. I'm also keen to implement the soft shadow code JCL recently spoke of, I need to have a look at his code more but if anyone has a working demo I'd love to get my hands on it. Does it work in c-script?

Does anyone remember Biyu Biyu Rocket (BBR) and the highly esteemed Eric Nadeau? Both myself and Eric loving TP when it was first released last year, wanted to develop a game which involved a mechanic similar to Ocarina. We worked hard on it for around 6 months but it never came to completion because we simply didn't have the resources to obtain the character models with animations of a quality that would work. We ended up using alot of BBR resources which Kalin magnificantly made. You may see the trailer we put together here:

David and Eric prototype

In an effort to make something from nothing, I managed to use the resources from this project and attempted a quick casual game. The state of the actual game at this point in time will remain unknown however you may view some footage of it here:

2D Action RPG trailer

Vincent Foster, aka AlienHeretic is a great modeller/animator with reasonable rates, he has allowed me to use many of his resources in developing this combat code and I recommend his services to anyone wanting.

Loopix is a fantastic contributor on these forums and I'd like to thank him for his trees, grass and MistyMood contributions especially.

Ventilator is always a favourite of mine, he made the lightmapping and supertrace plugin and he's a hero for that.

My advice to anyone new to using gamestudio, if you post your work on this forum it will be criticised and there's nothing you can do about it. If your first project is the worst looking in the entire world then you have achieved and created something. There are two outlooks on one's work that I tend to see crop up, one is a blind sense of achievement, it's when some people really believe that the 'bad' work they've produced is God's gift to mankind, and the other is when you post your work and your first feedback is negative it's easy to feel like giving up, thinking that what you've achieved is worth the crits given to it.

In one breath you don't want to blindly believe that your work is great and really isn't, it really shows when someone believes that. On the other hand don't get down about the crits and what your work fails to be. It's about comparing your work, when you compare your first game project to commercial products out there it simply doesn't meet the standard. You got to realise that gaining the skills and experience to produce the level of quality you see in commercial games takes alot of time, frustration and hard work. Everytime you work on something new don't look at what it fails to be but look at what you've achieved and learnt, because as long as you keep trying and keep learning you will keep getting better and better and that is the path to success. You have to believe in yourself because it is highly unlikely the people around you will.

These are some older projects I worked on a while ago and hence a lower quality showcase.

Turnbased combat prototype

Oblivion interaction prototype

I wanted to make a physics interaction with objects similar to Oblivion, however at the time A6 physics engine wasn't perfect and objects that were too thin or too small easily fell through geometry. Using some Frank Geppert models

The worst game I ever made: